/*
 * Shot - Bullets.
 *
 * Copyright 2008 James W. Hofmann
 *
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */
 
package rules;

class Shot
{

	public var startx : Int;
	public var starty : Int;
	public var endx : Int;
	public var endy : Int;
	public var movepct : Float;
	public var pctperframe : Float;
	public var damageval : Int;
	
	public var id : Int;

	public function new(startx : Int, starty : Int, 
						endx : Int, endy : Int, pctperframe : Float,
						damageval : Int)
	{
		this.startx = startx;
		this.starty = starty;
		this.endx = endx;
		this.endy = endy;
		this.movepct = 0;
		this.pctperframe = pctperframe;
		this.damageval = damageval;
		this.id = RulesAPI.g.shots.setnext(this);

		GameResponse.addcomposition(
			new GameResponse(GameResponse.msg_shotadd, this));
		
	}
	
	public function up()
	{
		this.movepct += this.pctperframe;
		
		GameResponse.addcomposition(
			new GameResponse(GameResponse.msg_shotmovement, [this, 
							movepct]));
		
		if (movepct>=1)
		{
			for (c in RulesAPI.g.m.tiles[endx][endy].creeps)
				c.hurt(damageval);
			kill();
		}
	}
	
	public function kill()
	{
		GameResponse.addcomposition(
			new GameResponse(GameResponse.msg_shotdead, this.id));
		RulesAPI.g.shots.remove(this.id);
	}
	
}
